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Walkampf

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Posts posted by Walkampf

  1. Am 26.1.2024 um 18:15 schrieb [DE]Juice:

    We can redesign the ability, so it works on the same general theme but functionally is different. For example, it could spawn beams of light nearby - standing in them provides the light boost, while standing out of them provides the shadow boost.

    I like this.

    Maybe also tie them to objects in the environment,

    like god-rays shining down on Terminals, cameras, Defense Objects,

    maybe even rescue-targets.

    This might also serve making it easyier to keep your orientation straight.

  2. Not much of a grand master, are we?

    your only valid point is the issue of the visual effects. But these can be largly reduced y reducing particle effects and stuff like that.

    Look in the Options.

     

    Regarding the rest, now that's just whining,

    from you having no frieds to take the Orb down (gee.... I wonder why.....)

    to you being incabable of finding the proper equipment for the job. There are plenty of ways to mitigate 5000 damage to barely a scratch in your paintjob.

     

    Personally, I love Nightwave tasks like this. 5 Minutes gathering friends, 10 Minutes punching the girl in the d....orb... Done! Easy quick 7k rep.

  3. Years ago, there was a bug, which let you play in FP. (Youtube Vids might be still around.

    But it sucked hard.

     

    A few people enjoyed it, but the vast majority suffereed from severe cases auf motion sickness.

    Not only that, but the severly limited FOV made the game borderline unplayable.

    There are enough FP games, wich platforming. Must are awefull. The few that aren't can very much be counted on one hand.

    Mirrors Edge was quite good, although is features almost no combat.

    Something which EVERY good FP jump'n'run relies on, but Warframe lacks, are handcrafted levels.

    For FP jump'n'runs you need VERY carefully crafted stages, which generate a natural flow of movement.

     

    There is not a single noteworthy FPS jump'n'run which features procedually generated maps.

     

    Maybe in a few years, when there is an AI capable of crafting said flow, but right now it's just not practical.

  4. I just recently started playing again, but before taking a break negativ-Platinum has already been a constant problem for years.

    I'm not even sure, if the support can help you.

    Being scammed into trading for false platinum is basically the same as receiving any other counterfeit money.

    At least here in germany, you whould be the person with the actual damage, so buying platinum might be the only way to resolve the issue.

     

    • Like 1
  5. I can already imagin her first directive order.

    [DE]Rebecca: 'OK; everyone, stop what you are doing. We need to increase increase to amount of noggles placable in the ship.'

    Everyone: 'Uhm... OK, how many do you want to place?'

    [DE]Rebecca: 'Yes.'

    • Like 3
  6. If you want an anti shield element, i'd go for neither and instead for cold.

    It has very similar damage multipliers across different armor types, and a much better value for heavy armor.

    The cold procc also synergises extremly good with a lot of other proccs and effects, like any kind of stagger.

    The stagger animations get a lot longer, 75% if I remebmer right. Same goes for finisher openings.

    • Like 2
  7. vor 5 Minuten schrieb Lost_Cartographer:

    Problem with this is 99% of people will just blitz through it and never again touch it once they've completed it, then proceed to complain about having nothing to do.  Again.  Like's it a surprise it keeps happening.

    This has already been adressed by @Ham_Grenabe

    vor 7 Minuten schrieb Lost_Cartographer:

    This is the curse of MMO raids, and why DE is explicitly avoiding "tiered" content.

    Instead DE focuses on loot-islands. In the end, both work exacly the same, the only difference is, tiered system have to be cleaned in order, while loot-islands can be cleared in any order. The latter having the destinct disadvanted, that this takes away the agency the player feels when the next tier is coming into viewdistance.

    vor 10 Minuten schrieb Lost_Cartographer:

    What people really want is what we hoped the kingpin/lich system would be - a personalized, generated expanding story between us and our own personal villain(s.)

    What you are discribing is

    1st, another system, which is, which is the problem itself.

    2nd, basically an A.I. that writes really good stories, so yeah, this is 100% a dream in our current technology. There were actual tests with A.I.s writing coherent stories. Try googleing them, it's quite funny.

    vor 17 Minuten schrieb Lost_Cartographer:

    we got was another simple isolated game system because yup, people really do play mostly for the rewards, lore is a cherry on the frosting that is fun

    Well, this is 100% wrong. Numbers are only able to hold a persons interest for a certain amount. Again, as @Ham_Grenabe correctly pointed out. If Warframe only keeps people around for as long as possible, the game will only slowly bleed  out instead of the past, were Warframe was rapidly expanding it's audience.

    vor 15 Minuten schrieb Lost_Cartographer:

    people have this habit of licking off all the frosting before eating the cake itself, then trying to finish the whole cake in one sitting in as few bites as possible.  No wonder people are miserable.

    Wow, Sasuke, i cut myself just by reading these lines. They are that edgy. Please tone down the Linkin Park.

  8. So, yeah, another take on one of the most discussed topics on the forum, I know, I know.

     

    Anyway, I think Warframes big problem right now is "over systemisation".

    Everything in Warframes big updates were massive systems designed to bring players to play hours over hours. All of these system were basically providing infinite playtime, if you ignore the factor of fun.

    The Kuva Lich system, the Arbitration system, the Sanctuary onslought system, the riven system.

    Each end every of these massive updates introduced a system but not much of finite content, content with an actual goal.

    It's all just about inceasing numbers.

    Rivens for damage, arbitrations and onslought to get as far as you can, liches toi get the weapon with the best stats.

     

    But why do I think that finite content is important and completly underestimated?

    For example take the lore of Warframe. Sure, it's not very unique, but it's interesting nonetheless.

    But this aspect has completly been ignored for years.

    In the past Warframe had ingame events, which told a story, like

    - the corpus discovering the entrance to the void, in the fusion moa event.

    - Or where we, as a community, had to find phobos in order to get access to the planet.

    - the "gradivus dilemma", where players were effecting the actual direction of the story of the overall game.

    Sure, all three events were only reusing already existing systems, but people still loved the events at the time.

    Some finite content resonates to this day. Why is Clem still popular? because his short quests were very memorable and fun. Take the weekly clem mission on the other side. it is infinitly replayable, and despite featuring clem, hardly anybody bothers to do them.

    Or another example are prime trailers. only a few seconds and yet they gave a very nice look into the games lore. at this point people still want a Hydroid Prime trailer and all DE did was making a meme out  of the communities wish.

     

    I hope i could explain my view clearly.

    If not, I didn't come up with the idea myself, instead it was a World of Warcraft Youtuber, Bellular, who in his most recent videotalked about what he thinks is world of warcrafts big problem and while watching the videoi just happened to think that most of his points also fit Warframe.

    Spoiler

     

     

    • Like 3
  9. vor 18 Minuten schrieb MPonder:

    I know what they do and they are boring

    As I already said,

    vor 39 Minuten schrieb Walkampf:

    Instead you force yourself through an bad experience, like a lemming or a drug addict.

    But thanks for reinfocring my point.

    But I have to ask, what you you playing the game for? you say the enemies are boring and since fighting said enemies is >95% of this game,

    So, you are bored by more than 95% of this game. Why are you still playing?

    It's not to reach the end of the game, since it's ongoing. In games like these the 'way is supposed to be the goal', but the way is already boring you.

    In a finite game, you reasoning is OK, forcing yourself through bad mechanics for the payoff being an emotional highpoint at the end of the game.

    But Warframe doesn't have and isn't supposed to have this kind of final goal.

    So, what is your goal, if not to actually play the game for it's gameplay, since the enemies are already boring you?

  10. Am 26.1.2020 um 16:26 schrieb Buzlok:

    Nerf frame mods.

    I actually quite agree with the general statement of the OP, however, I'd go in a different direction.

    I don't think frame mods are the big problem, but mandatory mods, thus including weapon mods.

    And I think the game need to be cut down even more on said mods, as long as they don't effect mechanics.

    Take Hornet Strike, Vitality, Point Strike and Vital Sense for a vertical slice.

     

    - Hornetstrike and Vitality are prime examples of mods that need to be cut down. They effect very basic stats, which don't effect anything else besides what they are supposed to do. Cut those down by 66%, thus making other mods viable in their place.

    - Pointstrike and similar mods can be effecting other things. Changing these whould effect the mechanics of builds. Take for example True Steel is synergising with more than only DPS, other mechanics are also effected by critical hits. Changing crit chance mods whould thus also nerf other things. So these mods should be left as they are.

    - Vital Sense and other Crit Damage mods should be outright removed. They server no other purpose than to be redundant to crit chance mods primary objective, increasing DPS of a weapon. A crit-weapon already gains a bonus from having it's critchance improved. Increasing it twice makes not only balancing much harder since the ripple effect of this double dipping, but it also closes an additional slot on crit-focused weapons.

  11. Am 2.2.2020 um 00:02 schrieb kwlingo:

    Two or more Saryn everyones tying to spam their spores lol Why not just left all Saryns benefit from the  same spores or help eachother spread spores instead of competing spores.

    Because balancing? Saryn is a very bad example for synergis, since she is OP as hell. If DE bring her down to reasonable levels, then sure, we could discuss synergis, but right now there is no reason to buff her even further.

     

    Am 2.2.2020 um 22:11 schrieb MPonder:

    But synonym of efficiency

    And here we have a very real problem with players nowadays, people talking about efficeny rather than fun in videogames...

    And now that this point has been brought up, the inevitable asnwer will be: 'Ohhh, but Warframe is so grindy, you have to be efficient'.

    Yeah.... no. Just no.

    Don't like the way the game is going? Stop playing, then DE is able to see that something is wrong with their current sesign philosophy. Instead you force yourself through an bad experience, like a lemming or a drug addict.

  12. People are stupid, that's why.

    They are scifi online Shooter with loot.

    That's enough for some people to compare them.

    It's basically all about self justification.

    They find 2 things that are very remotely similar and then compare the differences in order to make their favourite stand atop.

     

    P.S.

    WF and D2 have always been compared a lot, even WF and D1 have been. It's not a new topic, it simly fell asleep for a while.

    But since D2 is now also free2play there are now 5 things, that they are the same, so those desperate blockheads have another reason to dig up the dead horse again, to beat it some more.

    • Like 13
  13. The Island Problem isn't as much a problem as it is a design philosophy.

    It has some advantages over a completly interconnected ressource system.

    The same is the true the other way around.

    A completly interconnected ressource system has some advantages over Islands.

     

    In the end, it comes down to personal preference.

    DE currently prefers the Island approach, a lot of players whould prefer the interconnected approach.

     

    It's a matter of taste and you can't argue taste.

    • Like 2
  14. vor 16 Minuten schrieb tomrair:

    I mean, seriously - who thought of that?

    Not DE, it's a design literally decades old. Some games even proudly advertise this, like the Borderlands series.

    There are also very many players who greatly enjoy rivens,which are the very same.

    As for my personal opinion, I actually prefer randomised weapons over grinding resources.

    • Like 4
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